#pragma once
#ifndef _TEXTURE_MGR_CLASS_H
#define _TEXTURE_MGR_CLASS_H

#include<D3D11.h>
#include<map>
#include"Macro.h"
#include<D3DX11.h>
using std::map;
using std::wstring;

class TextureMgrClass
{
private:
	ID3D11Device* md3dDevice;
	map<wstring, ID3D11ShaderResourceView*> mTextureSRV;

private:

	TextureMgrClass(const TextureMgrClass&rhs);
	//TextureMgrClass& operator=(const TextureMgrClass&rhs);

public:
	TextureMgrClass();
	~TextureMgrClass();

public:
	void Init(ID3D11Device* d3dDevice);
	ID3D11ShaderResourceView* CreateTexture(wstring FileName);

};
 
#endif // !
